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S&S/PC:Mindy

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Mindy Rogers Refresh 2

Mantle: Reporter

Aspects

High Concept: Making a Name for Myself in News
Trouble: Looking for Proof that Werewolves Exist

Aspect: Vic is a Werewolf
Aspect: The Truth is More Important that Doing What is Right
Relates to Oil Riot: Swept up in the Violence

Approaches

  • Careful +2
  • Clever +3
  • Flashy +1
  • Forceful +0
  • Quick +1
  • Sneaky +2

Stunts and Extras

Call In a Favor: Once per session, you may call in a favor to gain access to a place or person you otherwise wouldn’t have access to, or to get some useful information that you can turn into a story. If you want to check off your Tapped Out condition, you may also create an advantage with two free invokes to reflect gaining some additional benefit from this access or information.

Ear to the Ground: You’ve got a network of people who feed you useful information. When you Cleverly create an advantage based on having information, you can invoke it an additional time for free.

Media Frenzy: When you want to, you can shine an uncomfortable spotlight into dark places, but doing so isn’t free. Once per scenario, you can create such a media storm around a person or event that nobody in the spotlight can hide from it. Anyone at the center of the media frenzy is under such scrutiny that you always know where they are, and when they move. You also get to create an aspect related to the media frenzy, which you can invoke once for free in any scene in which you interact with people directly related to the frenzy. Creating such a frenzy burns your social capital, making you Burned Out. There may be other consequences too, such as reprisals or reflected attention.

Yellow Rag: Your media organization investigates the supernatural. Whenever you Cleverly overcome an obstacle related to learning something about the supernatural, you get +2.

Good at Gathering Information: Get a +2 to Cleverly Overcome obstacles when in conversation with someone. Check Tapped Out to make this a +4.

Stress and Conditions

Stressed (fleeting) 1 each — [ ] [ ] [ ] [ ] [ ] [ ]
A fleeting condition goes away when you get a chance to catch your breath and calm down.

In Peril (Sticky) 4 [ ]
Clear out In Peril when you’ve done something concrete to resolve whatever the nature of the peril is—getting medical attention if it’s an injury, bribing someone to remove the marker, and so on. Usually, this means you’ll need to overcome an obstacle against an opposition of Great (+4) or higher.

Doomed (Lasting) 6 [ ]
When you’re Doomed, you’re in serious, serious trouble. If it’s an injury, you’re holding your guts in. If it’s an emotional problem, you probably need counseling. Check off Doomed to cancel six shifts from any attack. Start recovering from being Doomed when you’ve done something concrete to mitigate the nature of your doom—spending time in a hospital if you’re injured, going to therapy, etc. Usually, this means you’ll need to overcome an obstacle against an opposition of Great (+4) or higher. (You may want to put a check mark by the condition, to indicate it’s recovering but not cleared.) Clear out Doomed at the end of the next session after you’ve successfully started recovery.

Tapped Out (sticky) [ ]
Reporters often trade in favors, and those favors can get them all sorts of access. When you’re Tapped Out, you’ve called all your favors in for the moment, and you’re going to need to take some time to let things build back up to normal. In order to recover, you have to spend some time doing people solids and trading info so that you can re-energize your network. This typically takes an entire scene.

Burned Out (lasting)
You can exhaust all your social capital for a major, major favor—usually, this means sending something to print or broadcast against the wishes of your editor or the management. When you’re Burned Out, you can’t use Tapped Out either. You start recovering from Burned Out after doing a thankless favor for a large media outlet, and recover fully the next session after you’ve completed that task.